RimWorld

RimWorld

Industrialisation 0.18
32 Comments
TrashedDT  [author] 28 Oct, 2018 @ 10:07pm 
mago20078 28 Oct, 2018 @ 6:36pm 
can update to 1.0 plox?
Azrael 29 Aug, 2018 @ 7:03am 
Are you updating this to B19?
Draco 18 Jul, 2018 @ 4:28am 
an sich ein geiles Addon, nur neuerdings fehlen der "electric arc furnace" &
die "deep mine". Ich habe alles erforscht wie immer, aber die beiden sind nicht im Baumenü zu finden. Schade
Umbra Animo 13 Jul, 2018 @ 10:55pm 
small thing i noticed. the paved title still uses steel while the normal concrete uses the concrete from the mixer. and the paved tile is ment to be a more orginized from of the pored concrete
ApocTheWanderer 18 May, 2018 @ 10:25am 
can you merge your glittertech patch into this with modcheck?
Rainer Häuserkamp 6 Apr, 2018 @ 5:04pm 
Is it possible to use the mine to get also materials of the cupro alloys mod?
Kowalski,Report 5 Apr, 2018 @ 5:05am 
Korean language file.
If you want to add new languages, use this

https://drive.google.com/file/d/12RqjY7QEoFXGaVaMPk9PRWVCFbHVZE5G/view
World's Strongest Millionaire 3 Apr, 2018 @ 7:34am 
I *think* you might be able to use all items classified as minerals? Maybe if you load Industrialisation last (or at least after all mods that insert minerals) it could be configured to load the class into the mine. Re: work/yield, maybe that could be adjustable in a mod settings menu? I'm sorry for making a complicated request.
TrashedDT  [author] 2 Apr, 2018 @ 8:10pm 
@IAmTheEnemy You may be thinking of the Industrialisation - Glitter Tech Addon. It adds titanium to the mine. I don't believe there is a simple way to auto detect mods, they have to be added in. Maybe something similar can be developed for glowstone.
World's Strongest Millionaire 2 Apr, 2018 @ 11:02am 
Trashed, would it be possible to tweak this to allow the mines to drill for any extant material added by mods? As an example, I've got mods that insert titanium and glowstone into the game, and it'd be mighty helpfult to be able to mine for those. I thought this used to be part of the mod but maybe I'm misremembering.
TrashedDT  [author] 31 Mar, 2018 @ 8:37pm 
Ok, more detail:
1) Install the Skydriller Callmaker in a location with no roof.
2) Select a colonist
3) Right click the call maker
4) Choose Activate Skydriller Callmaker
TrashedDT  [author] 31 Mar, 2018 @ 8:02pm 
You place it on the ground, select it, then choose activate.
OstianTactician 31 Mar, 2018 @ 8:12am 
how do you activate a skydrill caller?
TrashedDT  [author] 25 Mar, 2018 @ 11:10am 
@KingdomCody Yep! Enjoy!
KingdomCody 18 Mar, 2018 @ 11:53pm 
Wait, has this been updated to B18?!
Lizarda 16 Mar, 2018 @ 5:50pm 
i dont know how much i miss this mod until it comes back
Oddworld86 16 Mar, 2018 @ 2:31am 
Could you make your benches create heat when using? specially for the electric arc furnace?
Lethe 14 Mar, 2018 @ 8:27am 
Does this work with an old save ?
Смешная жидкость 13 Mar, 2018 @ 10:04am 
Ty :hp_tiffany:
zyMex 11 Mar, 2018 @ 3:15am 
its a nice mod, only thing i hate about this mod is texture for deepmine :P everything else is nice :D
Ren 9 Mar, 2018 @ 11:12pm 
Очень годный мод, советую.
Pilgrim 7 Mar, 2018 @ 8:57pm 
Update: yes it does work
Pilgrim 7 Mar, 2018 @ 7:58pm 
I've been using the Alpha 17 version of the mod in Alpha 18 for some time now, as it doesn't appear to have many compatibility issues - will I be able to transfer over to using this mod seamlessly or will trying to use this mod instead of the Alpha 17 mod cause problems?
Riddley 6 Mar, 2018 @ 11:28am 
Awesome! Thanks for picking up the mod.
法塔 6 Mar, 2018 @ 2:10am 
目前维护的ID是:DUDULUU
是国人,肯定有中文的啦:2017meatball:
💭Naplingbat 5 Mar, 2018 @ 10:30pm 
thank you <3
小逵TONY 5 Mar, 2018 @ 9:05am 
不知道有沒有中文化
TrashedDT  [author] 5 Mar, 2018 @ 8:20am 
@Garr Oops, hadn't noticed. I'll fix it.
Garr Incorporated 5 Mar, 2018 @ 12:37am 
At least maintain the description. It isn't edited properly.
TrashedDT  [author] 4 Mar, 2018 @ 4:20pm 
I'm maintaining this mod in the interim as a fan of the mod. It is not my intent to maintain this long term.